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<blockquote data-quote="Ariosto" data-source="post: 4839277" data-attributes="member: 80487"><p>I did not think that to <strong>agree</strong> with someone's observation that there's a two-way street would be considered going for his throat -- but perhaps the statement was misunderstood.</p><p></p><p>Anyhow, game design can make use of markers or a grid more or less important. <em>Tunnels & Trolls</em> has very little built in to make use of such assets, missile fire being the main thing, and the consistent tenor of the text is one emphasizing "fast and loose" play. <em>The Fantasy Trip</em>, on the other hand, originated as a pair of board games and makes great use of the hexagonal grid.</p><p></p><p>In old D&D, everyone within a 10' x 10' room is "in melee" with everyone else, and the one-minute combat turn assumes much movement within that space. Sometimes, one can, as a "close enough" practical matter, consider the affair to have a center and to engage all within a 10' radius (or a circle 20' in diameter). Sometimes, it may be important to distinguish who is nearer one edge or the other, as the scope may be enlarged on that front (perhaps creating multiple melees, either overlapping or separate).</p><p></p><p>A melee as a whole can move some distance (e.g., across a larger chamber) without any concern for internal relationships at the default level of resolution. First edition AD&D (at DMG page 70) suggests that "it is generally not possible to select a specific opponent in a mass melee", and that applies as well to missile fire into it from outside.</p><p></p><p>The treatment of "closing to striking range", "charging" and "breaking off from melee" furthers the abstraction, as does initiative by group rather than by individual.</p><p></p><p>In general, what is most important is the group's stance of advancing, falling back or standing. Identification of which group is fighting which other is key, the disposition of members not so much.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4839277, member: 80487"] I did not think that to [B]agree[/B] with someone's observation that there's a two-way street would be considered going for his throat -- but perhaps the statement was misunderstood. Anyhow, game design can make use of markers or a grid more or less important. [I]Tunnels & Trolls[/I] has very little built in to make use of such assets, missile fire being the main thing, and the consistent tenor of the text is one emphasizing "fast and loose" play. [I]The Fantasy Trip[/I], on the other hand, originated as a pair of board games and makes great use of the hexagonal grid. In old D&D, everyone within a 10' x 10' room is "in melee" with everyone else, and the one-minute combat turn assumes much movement within that space. Sometimes, one can, as a "close enough" practical matter, consider the affair to have a center and to engage all within a 10' radius (or a circle 20' in diameter). Sometimes, it may be important to distinguish who is nearer one edge or the other, as the scope may be enlarged on that front (perhaps creating multiple melees, either overlapping or separate). A melee as a whole can move some distance (e.g., across a larger chamber) without any concern for internal relationships at the default level of resolution. First edition AD&D (at DMG page 70) suggests that "it is generally not possible to select a specific opponent in a mass melee", and that applies as well to missile fire into it from outside. The treatment of "closing to striking range", "charging" and "breaking off from melee" furthers the abstraction, as does initiative by group rather than by individual. In general, what is most important is the group's stance of advancing, falling back or standing. Identification of which group is fighting which other is key, the disposition of members not so much. [/QUOTE]
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